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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
#ifndef D3D11_RENDERER_TEXTURE_3D_H
#define D3D11_RENDERER_TEXTURE_3D_H
#include <RendererConfig.h>
#if defined(RENDERER_ENABLE_DIRECT3D11)
#include <RendererTexture.h>
#include "D3D11Renderer.h"
#include "D3D11RendererTextureCommon.h"
namespace SampleRenderer
{
class D3D11RendererTexture3D : public RendererTexture3D, public D3D11RendererResource
{
friend class D3D11RendererTarget;
friend class D3D11RendererSpotLight;
public:
D3D11RendererTexture3D(ID3D11Device& d3dDevice, ID3D11DeviceContext& d3dDeviceContext, const RendererTexture3DDesc& desc);
virtual ~D3D11RendererTexture3D(void);
public:
virtual void* lockLevel(PxU32 level, PxU32& pitch);
virtual void unlockLevel(PxU32 level);
void bind(PxU32 samplerIndex, PxU32 flags = BIND_PIXEL);
virtual void select(PxU32 stageIndex)
{
bind(stageIndex);
}
private:
virtual void onDeviceLost(void);
virtual void onDeviceReset(void);
void loadTextureDesc(const RendererTexture3DDesc&);
void loadSamplerDesc(const RendererTexture3DDesc&);
void loadResourceDesc(const RendererTexture3DDesc&);
private:
ID3D11Device& m_d3dDevice;
ID3D11DeviceContext& m_d3dDeviceContext;
ID3D11Texture3D* m_d3dTexture;
D3D11_TEXTURE3D_DESC m_d3dTextureDesc;
ID3D11SamplerState* m_d3dSamplerState;
D3D11_SAMPLER_DESC m_d3dSamplerDesc;
ID3D11ShaderResourceView* m_d3dSRV;
D3D11_SHADER_RESOURCE_VIEW_DESC m_d3dSRVDesc;
PxU8** m_data;
D3D11_SUBRESOURCE_DATA* m_resourceData;
};
} // namespace SampleRenderer
#endif // #if defined(RENDERER_ENABLE_DIRECT3D11)
#endif
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